There are around 55,000 museums in the world. Some are small and quirky,
covering obscure and off-beat topics of interest to only a select
number of people. Others are vast repositories of historical heritage -
many deemed to be among the most important cultural institutions in the
world - including the heritage of the industrial revolution or more
recent science, technology and space exploration. But in the modern
digital era, all of them face a similar challenge: how to attract
visitors, engage them and provide an experience they can find nowhere
else.
'Previously museums were gatekeepers of the past and potential sites
for tourists' visits, but now museums are actual enterprises, with the
same challenges SMEs face: sales, profitability, and adequate resources.
Today museums have to remain attractive, and to attract people not only
during vacation periods but also all year long. They have to
demonstrate their value and relevance in contemporary life,' explains
Martine Julien, the head of the RTD Department, Simulation and Virtual
Reality Division, at DIGINEXT in France. She says people can find
dynamic, digital, multimedia and interactive activities all around them,
whether outdoors or at home, so museums and cultural institutions have
to reinvent their offer, becoming digital themselves. With high
maintenance costs to support, gaining revenue can be a matter of
survival for many museums.
A museum website, offering visitors digital audio guides or
installing interactive displays for exhibitions help, but they do not go
far enough toward offering the immersive, highly interactive and above
all personalised experiences museum visitors, especially younger people,
increasingly seek.
One solution, now being validated in trials at the Cite de l'Espace
Museum in Toulouse, France, and at the Acropolis Museum in Athens,
Greece, focuses on providing precisely that personalised, unique and
immersive experience. By providing each visitor with their own narrative
to follow, via a tablet computer, it offers a personalised story
linking museum artefacts and information; exhibits and external
resources that take into account the interests and preferences of each
person.
'We decided to research and develop a solution centred on the
visitors themselves, using digital tools to create unique experiences
for each visitor. Even coming several times to a museum, a visitor can
live a new experience during each visit; then they can report their
experiences to family and friends, as none of them will live the same
experience,' says Ms Julien, who oversaw development of the solution as
coordinator of the project 'Cultural-heritage experiences through
socio-personal interactions and storytelling' (CHESS), a three-year
initiative supported by more than EUR 2.8 million in funding from the
European Commission.
Unlike a human museum guide who will usually tell a generic story to
different groups of visitors, in the CHESS experience each visitor is
told a dedicated story, focused on the exhibits most relevant to their
interests and mood, with many or few details, and reactive to their own
behaviour and actions in the story. According to the stories written and
personas chosen by the museum, the visitor can be told a more or less
innovative story, from a more traditional one enhanced with multimedia,
3D and 'augmented reality' to a story where objects talk and invite
visitors to interact with them.
'One of the most innovative aspects of our approach is to consider
that the people best placed to know the museum exhibits, as well as the
profile of museum visitors, are people from the museum itself. Instead
of subcontracting the creation of digital applications, the museum teams
should be able to produce stories and digital applications by
themselves. The solution proposed is thus first visitor-centred then
museum-centred,' the CHESS coordinator says.
Visitor-centric, then museum-centric
To achieve that, the CHESS team developed several innovative tools and applications.
Firstly, the 'CHESS visitor survey' (CVS) identifies the
characteristics and interests of the visitor. The tool allows museums to
create surveys with single- or multiple-choice questions in a variety
of presentation formats and to link answers with a persona, i.e. a
character representative of the visitor's profile. The storytelling will
then be adapted first to the persona, then to the visitor's behaviour.
The 'CHESS authoring tool' (CAT) is designed to allow non-IT
professionals such as museum curators and staff to easily develop
multi-path dynamic storylines integrated with multimedia content. The
content itself is maintained by an 'asset manager' tool that provides
easy access to different media elements and enables them to be adapted
and reused for different stories.
Finally, the 'Storytelling engine' runs the story according to the
paths defined in the CAT and adds the personalised and adaptive aspects
of the storytelling, updating the visitor profile right through the
course of the story according to their individual choices.
'At the end of a visit, the visitor will also find souvenirs from
their own story on the museum website, where they will have an
after-experience memory to look at and share with family and friends.
For young people, stories can deliver specific memories to share such as
a journal customised with their name, featuring the results of a game
they played or with photos they took, for example,' Ms Julien says.
The personalised storytelling approach has been highly valued by
visitors at the two trial sites. At the Cite de l'Espace Museum,
visitors have been invited to discover objects in ways they have never
seen them before, including information about team work and life within
the Mir space station, the interior of the Ariane rocket displayed using
augmented reality, games about the solar system, and other interactive
features.
At the Acropolis Museum, visitors have been able to discover the
museum through animal stories, such as the representations of horses,
snakes and owls that feature heavily in the Archaic Gallery and their
connection with the Olympic Games, war and Greek mythology.
In light of the success of the trials and the positive feedback from
visitors of all ages, and museum curators themselves, the CHESS team is
looking to apply their system in more museums across Europe, initially
targeting technical museums that focus on areas such as science and
industry.
'The more ancient the objects exhibited are, the more difficult the
introduction of the storytelling will be, as archaeological history is
long, complicated and often still the subject of top-level research,' Ms
Julien notes.
In addition, the two CHESS industrial partners have plans to
commercialise technology developed in the project. DIGINEXT is looking
to develop a commercial version of the CAT tool as a scenario editor and
mobile publication system to be distributed with a license-based
business model including support, training and services. REAL FUSIO,
meanwhile, plans to distribute its patented algorithms dedicated to the
optimisation of 3D displays, while their Asset Manager may be
commercialised under a license-based scheme.
'The CHESS experience was designed as an individual one; the next
step would be to offer visitors a shared version with linked digital
devices enabling a common experience for families and groups,' Ms Julien
says. 'It is the challenge DIGINEXT and its partners will face in the
MAGELLAN FP7 project that will begin soon, dedicated to a "Multimodal
authoring and gaming environment for location-based collaborative
adventures".'
CHESS received research funding under the European Union's Seventh Framework Programme (FP7).
Link to project on CORDIS:
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FP7 on CORDIS-
CHESS project factsheet on CORDIS
Link to project's website:
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'Cultural heritage experiences through socio-personal interactions and storytelling' website
Other links:
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European Commission's Digital Agenda website